Browser based static recomp project is cool to see, but why that game? I'm guessing it's because it's simple compared to classics. I'd like to see an associated blog post!
Play Pepsiman online in a modern browser through a WebAssembly-first static recompilation of the original PlayStation game, with optional visual and quality-of-life features. Bring your own legally obtained Pepsiman disc files; the open-source BIOS is included.
Built with PSXRecomp. Static recompilation translates the original executable for modern hardware; unlike a full source-code decompilation, it does not recreate the game as a conventional source port.
Browser based static recomp project is cool to see, but why that game? I'm guessing it's because it's simple compared to classics. I'd like to see an associated blog post!
According to Wikipedia, the game's a bit of a cult classic due to a mix of how cheesy it is, having actually surprisingly decent gameplay for an advertisement (lots of comparisons to Crash...
According to Wikipedia, the game's a bit of a cult classic due to a mix of how cheesy it is, having actually surprisingly decent gameplay for an advertisement (lots of comparisons to Crash Bandicoot), and it's also been played at Summer Games Done Quick a few times.
Also, it has 2D cut scenes by Kotaro Uchikoshi who later became famous for the Zero Escape trilogy along with some other prolific titles (AI: The Somnium Files my beloved). He's not influential enough to contribute to its cult classic status, but still sticks out to me as pretty wild given how different it is from the rest of his works.
There's a bit of a writeup in the source. https://github.com/kem0x/RepsiMan As far as the choice of game, it's an incredible example of the power of PSX Recomp, with exemplar gameplay,...
As far as the choice of game, it's an incredible example of the power of PSX Recomp, with exemplar gameplay, replayability and a soundtrack that has more than stood the test of time. /s
I can't speak to their reasoning, but the repetitive song and the inherent silliness of a soft drink video game that's actually a challenge is enough for me to want to play. Though, this edit of...
I can't speak to their reasoning, but the repetitive song and the inherent silliness of a soft drink video game that's actually a challenge is enough for me to want to play. Though, this edit of MGR definitely kicks it up a notch for me
Possibly tangential: I'm realizing how advergames may actually be one of the best options for developers to focus purely on mechanics. The aesthetic is already decided, expectations are low so...
Possibly tangential: I'm realizing how advergames may actually be one of the best options for developers to focus purely on mechanics. The aesthetic is already decided, expectations are low so they don't need to think too hard on the setting (unless they REALLY want to), and they don't need to be innovative to stand out because the branding already makes it stand out. So the devs can focus on just making solid gameplay using existing mechanics. (Seriously, even without some major gimmick or exclusive mechanic, basic platforming can still vary wildly due to things like how "slippery" movement is, how precise jumps have to be, how punishing missed jumps are, etc.)
From what I hear, Dorito's Crash Course is also fondly remembered by players for being fairly solid and fun despite the short duration (may also be because it was apparently free on Xbox 360?). I also remember someone on reddit years ago saying how their friend group played some Shrek party game as a joke, but then realized it actually had good balance compared to their other party games and so it became a regular feature.
Of course, this is reliant on the developers. I expect most devs just see them as low-effort cashgrabs (which they definitely are) and aren't interested in spending too long on them. But for some, it may be a good excuse to be paid while refining their understanding of some basic mechanics or experiment a bit since... Well, advergames are mostly shovelware anyway. The main expectation for them is "doesn't break at the main menu screen and players can complete it".
I was curious about this Shrek game so I went digging: you seem to be referring to Shrek Super Party. Doesnt have good reviews but I might try it anyway based on this story.
I was curious about this Shrek game so I went digging: you seem to be referring to Shrek Super Party. Doesnt have good reviews but I might try it anyway based on this story.
Browser based static recomp project is cool to see, but why that game? I'm guessing it's because it's simple compared to classics. I'd like to see an associated blog post!
According to Wikipedia, the game's a bit of a cult classic due to a mix of how cheesy it is, having actually surprisingly decent gameplay for an advertisement (lots of comparisons to Crash Bandicoot), and it's also been played at Summer Games Done Quick a few times.
Also, it has 2D cut scenes by Kotaro Uchikoshi who later became famous for the Zero Escape trilogy along with some other prolific titles (AI: The Somnium Files my beloved). He's not influential enough to contribute to its cult classic status, but still sticks out to me as pretty wild given how different it is from the rest of his works.
Correction! Uchikoshi did 3D models. This is vital lore! https://0707toshokan.wordpress.com/2019/08/03/292/
(Man he has a hell of a resume)
There's a bit of a writeup in the source.
https://github.com/kem0x/RepsiMan
As far as the choice of game, it's an incredible example of the power of PSX Recomp, with exemplar gameplay, replayability and a soundtrack that has more than stood the test of time. /s
I can't speak to their reasoning, but the repetitive song and the inherent silliness of a soft drink video game that's actually a challenge is enough for me to want to play. Though, this edit of MGR definitely kicks it up a notch for me
I've never heard of this game but am so intrigued
Possibly tangential: I'm realizing how advergames may actually be one of the best options for developers to focus purely on mechanics. The aesthetic is already decided, expectations are low so they don't need to think too hard on the setting (unless they REALLY want to), and they don't need to be innovative to stand out because the branding already makes it stand out. So the devs can focus on just making solid gameplay using existing mechanics. (Seriously, even without some major gimmick or exclusive mechanic, basic platforming can still vary wildly due to things like how "slippery" movement is, how precise jumps have to be, how punishing missed jumps are, etc.)
From what I hear, Dorito's Crash Course is also fondly remembered by players for being fairly solid and fun despite the short duration (may also be because it was apparently free on Xbox 360?). I also remember someone on reddit years ago saying how their friend group played some Shrek party game as a joke, but then realized it actually had good balance compared to their other party games and so it became a regular feature.
Of course, this is reliant on the developers. I expect most devs just see them as low-effort cashgrabs (which they definitely are) and aren't interested in spending too long on them. But for some, it may be a good excuse to be paid while refining their understanding of some basic mechanics or experiment a bit since... Well, advergames are mostly shovelware anyway. The main expectation for them is "doesn't break at the main menu screen and players can complete it".
I was curious about this Shrek game so I went digging: you seem to be referring to Shrek Super Party. Doesnt have good reviews but I might try it anyway based on this story.